mirror of
https://bitbucket.org/CPMADevs/cnq3
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78 lines
2.6 KiB
HLSL
78 lines
2.6 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// gather depth of field: field split and CoC generation
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#include "common.hlsli"
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#include "gatherdof.hlsli"
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cbuffer RootConstants : register(b0)
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{
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uint depthTextureIndex;
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uint colorTextureIndex;
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uint nearColorTextureIndex;
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uint farColorTextureIndex;
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uint nearCocTextureIndex;
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uint farCocTextureIndex;
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float linearDepthA;
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float linearDepthB;
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float focusNearMin;
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float focusNearMax;
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float focusFarMin;
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float focusFarMax;
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float brightnessScale;
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};
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[numthreads(8, 8, 1)]
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void cs(uint3 dtid : SV_DispatchThreadID)
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{
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uint2 tc = dtid.xy;
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Texture2D colorTexture = ResourceDescriptorHeap[colorTextureIndex];
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uint width, height, levels;
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colorTexture.GetDimensions(0, width, height, levels);
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if(any(dtid.xy >= uint2(width, height)))
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{
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return;
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}
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Texture2D<float> depthTexture = ResourceDescriptorHeap[depthTextureIndex];
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RWTexture2D<float4> nearColorTexture = ResourceDescriptorHeap[nearColorTextureIndex];
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RWTexture2D<float4> farColorTexture = ResourceDescriptorHeap[farColorTextureIndex];
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RWTexture2D<float> nearCocTexture = ResourceDescriptorHeap[nearCocTextureIndex];
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RWTexture2D<float> farCocTexture = ResourceDescriptorHeap[farCocTextureIndex];
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float4 color = colorTexture[tc];
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float depthZW = depthTexture[tc];
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float depth = LinearDepth(depthZW, linearDepthA, linearDepthB);
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float coc = CircleOfConfusion(depth, focusNearMin, focusNearMax, focusFarMin, focusFarMax);
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float nearCoc = max(-coc, 0.0);
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float farCoc = max(coc, 0.0);
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float brightnessWeight = 1.0 + brightnessScale * Brightness(color.rgb);
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float farWeight = farCoc * brightnessWeight;
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float4 nearColor = float4(color.rgb, nearCoc);
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float4 farColor = float4(color.rgb * farWeight, farWeight);
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nearColorTexture[tc] = nearColor;
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farColorTexture[tc] = farColor;
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nearCocTexture[tc] = nearCoc;
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farCocTexture[tc] = farCoc;
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}
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